arc emitter stellaris. Huh, for me tachyon combined with 3 kinetic artillery and a plasma is effective against any other build, as just kinetic really drops off agaisnt armour and crystal plating and gets stomped. arc emitter stellaris

 
 Huh, for me tachyon combined with 3 kinetic artillery and a plasma is effective against any other build, as just kinetic really drops off agaisnt armour and crystal plating and gets stompedarc emitter stellaris  该页面为自动生成页面,如有修改的需求请添加至下面的攻略或者相关页面中,否则将会因版本更新而覆盖掉。

My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. But, what makes them better than missiles, strike craft, or kinetics is the fact that they have higher. But even then I will tend to go Giga if there. • 4 yr. Depends on the enemy’s defenses. But I’m also lazy. Still, in 3. g. Get the +20% range admiral. The focused arc has 100% armor pen and 100% shield pen. With their buffs, this WILL ONE-SHOT corvettes with flawless precision, regardless of evasion. You can disagree all you want, but I've won a lot of games of Stellaris while not designing my own ships, hence why I say it's optional. 例如:“异种. Arc emitter + Cloud lightning/disruptor battleships are the best counters for both of the above. Cloud lightning are L sized weapons that bypass shield and armor, the spinal mount weapon that does the same is the Arc Emitter, so what you've suggested would work with battleships but with arc emitter and cloud. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders and Whirlwind missiles provide a. For one, I like to micro. Arc Emitters I'm pretty sure. Arc Emitters: tech_arc_emitter_1: Arctic Colonization: tech_arctic_colonization: Arid Colonization: tech_arid_colonization: Armored Torpedoes:. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. Spiritualist FE fleets have even crazier 1/4 and up to 1/5 hull ratios. Frigates are only really good as stealth ambush ships, and in any other role are just worse versions of Cruisers, and Destroyers are really only good as. (battleship/cruiser with gigacannon and arc emitter) and fodder arm (corvettes with swarm combat computer) Keep all Star bases at chokepoints upgraded and armed to the teeth, build missile defense platforms or, even better, strike craft platforms because as I’ve said before THEYRE THE HOT THING right now. 50% pierce through the shield, but gets reduced by 50% of the ships armor. But when people go on about using them against the Unbidden (who use only shields), it's as good to use Focused Arc Emitters (because of the 50% shield pen) or Devastator Torpedoes, and definitely better to use Neutron Torpedoes. The reason may be that the unbidden fleet is spread out across a radius of close to 60. Those low rolls are outweighed by volume of fire. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. Weapons try to maximize their damage. Its almost like two options are interchangeable. Lance, giga cannon and emitter means anyone will have a bad day. Plasma is obviously an exception however- it does too little damage to shields. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 6 update. 2. 6+ Stellaris. DeanTheDull Necrophage • 2 yr. 44. So in ideal Gigacannon situation, Arc remains close. All 3 work fine if you massively overpower the enemy. I personally feel that Neutron Launchers make a better pairing with the Focused Arc Emitter precisely for this reason, since they punish hull-heavy ships that counter the Focused Arc Emitter. Here's my copy-paste on my thoughts on the new meta and the most dominant ship designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships by far the best "all-rounder" ship. Since there is no infinite tech for extra hp (just armour/shields), these become more and more op as the game progresses. Damage on the arc emitter can be 1 to 1700. In singleplayer you can just mass these, the AI will never counter them. What am I missing?I am no longer maintaining my Stellaris mods and, as a result, they are probably incompatible with the latest release. 1. In Stellaris combat all ships are always firing but not all ships are always receiving fire A defensive computer on a ship that isn't receiving fire is a waste of that slot. 2 Null Void Beam; 3 Kinetic weapons. Titan. - Gravitic weapons. InflationCold3591 • 3 mo. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. So on the alpha strike alone, the Carriers are killing 26 Corvettes. Arc emitter/ carrier core / multi missiles. Logical-Table-3530 • 2 mo. FAE stands for Focused Arc Emitter. The front can vary, based on what tech you've unlocked, but start with carrier and hangar portions for the bow and core (total three fighter squadrons), upgrade the bow to a spinal mount with either tachyon lance or focused arc emitters when researched. The Cloud Lightning is a weak and situational weapon, its only real advantage is that it synergizes with Focused Arc Emitter and is really inexpensive. @Holycannoli I find Focused Arc Emitters actually are the best X slot weapon, but the issue is that Phased Disruptors are mediocre and Cloud Lightning is bad. Focused Arc Emitter is undoubtedly the strongest one: it has a decent DPD, Superior range compared to most other weapons in the game, and its attacks always. 对该项目的细节说明请添加至相关页面. Spinal Mount Bow (X slot) with Arc Emitter Carrier Core (2 S, 2 P, 2 H) with Disruptors, any PD/Flak, any Strike Craft Broadside Stern with Disruptors Line computer (Precog if available, Sapient otherwise) chance to hit auxiliary In both cases you can optionally mix in a Titan with the +10% tracking aura. It seems that arc emitters are slightly better. Instead we see missiles hitting every time, meaning it's the difference between multiplying by (0. However, this build has the. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. Cloud Lightning / Arc Emitters - Best in slot late game weapon once you and your enemies have a ton of repeatables Repeatables make it so the enemies shields get bigger and bigger and offense can't keep up so eventually you are better off DPS wise to just swap to weapons that ignore defenses entirely like Arc Emitters. In singleplayer you can just mass these, the AI will never counter them. So that’s 2M damage per week. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. 例如:“异种保护区”(建筑. How good is a disruptor/ cloud lightning/ emitter monofleet? I know a fleet of corvette's with autocannons followed up by a fleet of BB's with energy…The only real damage they can do to you is with focused arc emitters, but it's not like they mass them enough to start melting fleets. I would recommend ditching the Destroyers and Frigates, as they are not very strong ship types. If thats Contingency, just use disruptors instead. It just misses an icon. Basically the piercing guns and the conventional guns are fighting two different battles: Either the AE destroys the target before the other guns are not done with shields / armor, then even the low DPS from disruptor / cloud would have. I can handle x25 Unbidden no problem, but Scourge/Contingency still kick my ass. Looking at your fleet cap and assuming that it's all battleships with arc emitters gives us. e. You can kill him, more efficiently with Battleships(arc emitter/Neutron) and a Corvette(torpedo) screen and hit and run/trickster Admiral and more fleet power. If you use Arc Emitters mixed in with anything that doesn't ignore shields, you are wasting that ability entirely - as bad as mixing Torps and non-shield penetration weapons. The tachyon has 90% armor pen, and -33% shield damage. To quickly find a tech in this list press ctrl + f and type in the techs name. Spinal Mount weapons are amongst the most powerful in Stellaris, but which is the better weapon to place in our X slots? Should we use tachyon lances? how about. ago There‘s a massive difference in power gap for X slot (arc emitters vs tachyon lance or giga cannon) and L slots (Cloud Lightning vs neutron launchers or kinetic. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. tech_arc_emitter_1: Arcane Deciphering. I usually go 40-50 battleships and 10-ish destroyers (which will be gone). 8. I Iast played Stellaris a year ago, and I was shocked to see AI empires having fleet strengths in the millions. Access to cloud lightning is well worth going to war over border access if you're already set on arc emitters. 该页面为自动生成页面,如有修改的需求请添加至下面的攻略或者相关页面中,否则将会因版本更新而覆盖掉。. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for delivering consistent killing blows. 5 times the fleet power does not suprise. And 5x T5 large shields and 1 T5 armor. Focused arc emitter battleships with an artillery computer, titan aura buffing fire rate and a juggernaut with the range increase aura will curb stomp practically anything in the game. 6, that means larger ships like battleships can only conceivably make use of hardening, as corvettes/frigates don't have enough aux slots to bother. Every single post lauding the capabilities of Arc Emitters will contain something about them being a "corvette-killer", but doesn't mention that since 1. Giga cannons do not do the job like arc emitters and cloud lighting is too short. Disruptors have niche because they do direct hull damage, which can't endlessly scale up unlike the survivability repeatables for. 6. So for this reason disruptors, arc emitters, and cloud lightning can work quite well. Arc emitters ignore shield and armour, but have a good chance to do pitiful damage, as their damage range is something like 1-350. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!Against fallen empires arc emitters. The juggernaut is different because it can rotate so the arc emitters can always fire. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. 1 hull, so a weapon with lower DPS that can directly go for hull works best. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. - Fixed Giga Cannon, Tachyon Lances and Focused Arc Emitters technologies having the draw weight and cost of tier 4 technologies despite being tier 5 technologies. This mod also adds two new. 4. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. So my ideal fleet comp would be torpvettes and arty battleships. What many forget is that damaging the hull directly reduces the attack effectiveness of the target by half of the damage taken: it's -50% effectiveness at 0 HP so -25% at half HP. Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Battleships with an arc emitter up front, 2x hangars in the middle, and the broadside stern. Meanwhile, the Whirlwinds and Marauders still have 45% and 40% tracking respectively, and a single volley from the Whilrwinds will kill 6 Corvettes and Marauders will kill 2. Add like 10+ battleships to your fleet and rip the enemy apart? I heard that the Giga Canon was the way to go, but it looks like Focused Ar Emitter (II) is way more OP. Example: research_technology tech_starbase_3. And besides that a Mix of Kinetic and Energy Artillery. Depends on your other ships and weapons and what type of defense your enemy is using. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. I know Bombers are shit, or at least are considered to be due to their poor loadouts, but I have a mod that. Computing The Computing tech tree focuses on Research, sensors and espionage. Arc Emitter works best when mixed with Missiles and Strike Craft, which ignore shields and won't damage them at all. 2 Ancient Macro Batteries; 3. Doesn't bypass (though the Arc Emitters usually do most of the work) but has way better range. – Arc Emitters and Cloud Lightning will have 100% tracking and increase. Huh, for me tachyon combined with 3 kinetic artillery and a plasma is effective against any other build, as just kinetic really drops off agaisnt armour and crystal plating and gets. Neutron Launcher: crazy-high damage output, very much a mini-Tachyon Lance. 1) Cruisers are "poor man battleships" and should be avoided. 50% get to the shield. r/Stellaris. If you think Engineering research is bloated then get a propulsion specialist if you want guns or a voidcraft specialist if you want stations and chassis, and get a couple more tech picks. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. Weapons try to maximize their damage. In singleplayer you can just mass these, the AI will never counter them. Focused Arc Emitter (energy) Kinetic Artillery (only good for facilitating energy weapons) Neutron Launcher (energy) Devastator Torpedo Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. Field Manipulation The Field Manipulation tech tree focuses on Energy production and shields. List of all technology ids in the game to be used with “research_technology” console command. Arc emitter battleships, carrier battleships, and kinetic artillery battleships. Arc Emitter + Cloud = Poor range and performance on the Cloud Lightning, they actually deal half the damage per weapon slot compared to Disruptors Arc Emitter + Disruptor = Terrible range of 40, and the shortest range computer on battleships (Line) only advances to medium range (50) which is a notable damage loss on targets which don't. Use the torpedo computer, and fill up free slots with missiles. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. So you're often better off equipping just the arc. Especially in the early game your enemies will be mostly hull, or at least a pretty balanced mix of hull / shields / armor; in this case the pure hull weapons aren't all that. This is absent in Stellaris, so there's no real advantage to using machineguns as the primary weapon system. Content is available under Attribution-ShareAlike 3. 0) Number of years since game start is lower than 5 (×2. Plasma is good, but it should also be paired with kinetic weapons. Tachyon Lance and Kinetic Artillery carry the day. Yeah, the only thing that's doing work is Arc emitter in that ship, and the huge number of 56 evade Escorts will kinda put a dampener on that. In a space storm, Tachyon Lance just murders things. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders. Usage. The only time this reverses is against the Unbidden. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. Combining with arc emitters and/or torpedoes makes it more likely. I just have 2 or 3/4 full battleship fleets with Arc Emitter, 4 Medium disruptors, scoutcraft and either another two disruptors or 1 Cloud Lighting (if I could get voidclouds in my galaxy). 2) Focused arc emitter/carrier/medium disruptor battleship (with afterburners) 3) Disruptor menacing corvettes (with afterburners, requires Become the Crisis). Also, the void cloud lightning is better. Cautious admirals with +range are good too, as getting the alpha strike in an engagement is important. Arc emitters are another option to deal with ships that have high shields and/or high armor values but mediocre hull points (like the contingency). Stellaris. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. Jun 28, 2022. Considering how much shielding the Unbidden have, and Arc Emitters ignore all armour and shields, they seem to be the go-to XL slot weapon. I don't know what or where things went wrong, but I tried giving the new patch a chance. However, evasion is up to 90%, and the formula for a hit is Accuracy - (Evasion - Tracking). If you're going the FAE path, then you don't want Kinetic weapons at all. Directions. Indeed they are bad at pretty much everything else - but that they can do good. Additionally, each of the ~400 techs belongs to one of 12 subcategories divided between the areas (most appearing. I don't know what or where things went wrong, but I tried giving the new patch a chance. that weapon requires plasma weapons to research. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. XL arc emitters have great range and dmg although phase disrupters are short range and pretty weak - so not ideal. I am ~400h in Stellaris and still really luck of understanding all weapon types use-cases. Depending on the size of your fleet and the attackers, they may never even get into weapons range before they are eradicated. Example: I clear the Enigmatic Fortress chain and unlock the research. I used battleships with focused arc emitter on spinal mount and cloud lightning on all large slots. If that's the case, you want a screen of corvettes/destroyers rocking PD and Ion Disruptors. I do a fleet of 15 Carrier battleships equipped with Arc Emitters and Whirlwind Missiles, and twice that number of Missile Cruisers, decked out with Whirlwind missiles and a Marauder missile stern. If we accept the statistical average for the Focused Arc Emitter's damage, which will be about 850 and pierce armor and shields, you would need to hit this guy 1400 times to kill it (assuming you don't have any of the repeatable techs that boost damage). 2. Stellaris. Critical mass of arc emitters will annihilate any ship composition, but you do need to outnumber the enemy pretty heavily. Accepted Payments控制台( console ),是群星( Stellaris )中用于修改,调试的一个控制器。 注意,本页面中的+号大多指空格。注意想知道名称或者需要可以输入debugtooltip来实现。 注: 铁人. Stellaris. Thus we can expect a Revenant to die for every 5 Arc Emitters. And then the rest never appear. Arc Emitters will suck, but on average a volley from those will still kill 4 Corvettes. Huh, for me tachyon combined with 3 kinetic artillery and a plasma is effective against any other build, as just kinetic really drops off agaisnt armour and crystal plating and gets stomped. This is a searchable and complete list of Stellaris technologies and their IDs. References External link: Stellaris Tech Tree (Vanilla) Arc Emitter Battleships with their 2 small Phase Disruptors, 2 PD and 2 medium Phase Disruptors (or 1 CL if you've unlocked that) will fare far better in close combat No they don't. How do you equip "arc emitters"? I saw them mentioned on this subreddit as being a good weapon, so I researched it(then a further upgrade). Home; Guides; Code Lists. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. All are pretty good but GC has the edge. There are three X weapons to choose from: the Focused Arc-Emitter, Tachyon Lance, and Giga. Against shields ( unbidden ) mega cannons. Embarrassingly, I'm still a hefty novice when it comes to ship design. Again, don't waste money on more than a single shield emitter for them, and load them down with arc emitters and kinetic artillery. 在steam中打开游戏本地文件夹. tech_arcane_deciphering: Armored. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. It's stuck at a tech level behind Phased Disruptors, which in turn are stuck a tech level behind NL/KA and don't even come in L size. Disruptor Corvettes have absolutely garbage damage, 7. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. 1 Titan for snare aura to reduce enemy disengage. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. (1-15000 damage, 100% accuracy, 100% shield & armour penetration. Ive got arc emitters on my juggernaught for example and it will happily fire them while moving away from the enemy :| That said ive also got battleships with arc emitters which do have to. Arc Emitter Missile Carrier is a crazy strong build that is very effective against the AI's. there is an XL slot (battleship spinal mount) weapon that is explicitly called "arc emitter". 3. Because Disruptors are the single worst mainline weapon in the game. Cloud lightning and Arc Emitter can also roll several low damage hits which can cause you to lose much then normal. But that was just one war against one enemy, it is difficult to properly test things considering how long a stellaris game takes. technology IDs. ; About Stellaris Wiki; Mobile viewWhile the Arc Emitter is an excellent and underrated weapon that deserves to be held as a highly competitive alternative to the Tachyon Lance and Giga Cannon, the Disruptors. MorningLightMountain is Prime. Playing against a 25x Contingency. 0) Number of years since game start is greater than 10 (×2. Simply have both fleets engage at the same time. distruptors are good in early to mid game,after that when fleets get bigger and carrier battleships come to play,they are useless. Ignore all shields and armor That does sound appealing but after subtracting half base damage it generally isn't and against most opposition. Helican Jul 19, 2016 @ 9:11am. Tho i have yet too see anything beat Arc Emitter spamm. Top tiers should be used for the comparison - and may be, I just can’t tell as-is - so a label there would be nice, and different tier information useful for which weapons to use throughout the game. Hit multiple targets. 对该项目的细节说明请添加至相关页面. But arc emitter carriers slot nicely with missile cruisers. They never miss and wholly bypass armour and shields. Against fallen empires I often go for an Arc emitter build. 4. If all of your battleships L-slots can't bypass shields you are losing way too much damage overall. These numbers are only a vague scale for strength, they do not incorporate the weaknesses of the different weapon/ship builds. I've been using arc emitter carriers in my current run against 5x GA Unbidden and Contingency (using mods for forced ~2300 triple crisis), and while they were. ago. The arc emitter has ~2/3 the DPS and the same range as its alternatives, although it lacks damage. . FE/AE and the Contingency are the best examples for this. Basically, if MD are bad at focusing. Stellaris. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Ultimately went Kinetic on Battleships and Plasma on cruisers. Stellaris. Lances decimate armour, but are hopeless against shields. A battleship has around 3000 hit points. However, once shields are down it's the weakest of the spinal mount weapons. Those that do will use cloud lightning and arc emitters with a strike craft bay. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. A complete and up-to-date searchable list of all Stellaris technology IDs. Spinal Mount: Arc Emitter Carrier Core: Missile/Missile/PD/PD/H/H Artillery Stern: Kinetic Arty 50/50 Shields/Armor, Green components I've just added Afterburners for the speed, Artillery Computer Pure arty BB's trade nearly 1:1 with this but they don't have the versatility of Strikecraft so they get shredded by BB counters. Highlights include: - Psionic weapons. You'd need 20 Corvettes with x3. Otherwise 95% accuracy and 100% accuracy would be pretty similar. This is my attempt to sort out some things and get rid of confusion. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. The only difference was they were. Home;. 5 combat model. You losing with 1. 0. Stellaris Dev Diary #297 - Leaders, The Council, and Agendas. Perhaps recent updates have caused the AI to be smarter about increasing fleet limit and building up to that limit. ; About Stellaris Wiki; Mobile view While the Arc Emitter is an excellent and underrated weapon that deserves to be held as a highly competitive alternative to the Tachyon Lance and Giga Cannon, the Disruptors and Cloud Lightning are unremarkable at best and struggle to compete with the Neutron Launcher and Kinetic Artillery. 4 Torpedoes; 4. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. Crystal plating perhaps but everything else is irrelevant. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. So you know how if you destroy the Hull you basically destroy the entire ship. Is there any way to remove arc emitters from use? My latest game has just turned into a match of whose X Arc emitter armed ships can destroy the opposing first which is pretty dull, i want to see my big ships dukeing it out with the enemies. Arc Emitter/Cloud Lightning battleships is the only strong argument I've found as certain builds can make those comically dangerous, at least in the 3. 0) Number of years since game start is greater than 15 (×2. So Mega/Giga cannons are the way to go in most cases. The main advantage is that by the End-Game phase (assuming default 2200) you should have a few levels of repeatable tech on Physics for Energy Weapons to make AE+D+CL combo more powerful. Focused arc emitters seem to be the notable exception, because their damage is not nerfed like disruptors and they have massive range. )Use a few carrier battleships with Focused Arc emitters and swarmer missiles, swarmer missile destroyers, and a sizable group of either corvettes/frigates and you'll be good to go. Focused arc emitter battleships for contingency and unbidden, tachyon lances for prethoryn, run strike craft with either with contingency and unbidden they help by ignoring shields and thus can actually aid the FAEs in doing damage and with prethoryn they help by killing enemy strike craft ( even though prethoryn strike craft are really slow. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. 05) and (0. Numbers roughly add up. 64 DPS. As I said, Arc Emitters are great if you need to guarantee a few ships get killed. fire and damage for about 40 times that your battleships should just be completely naked and equipped with only Focused Arc Emitters in X slots. (And Arc Emitters just seem like the best X Slot Weapon now anyway and Disruptors are also alot better) TlDr: Half your weapons ignore shields, while a quarter is shit against them and the other quarter is shit against armor, forcing you to take down ALL the enemys defences and beeing inefficient at it. It's the difference between having +50% damage and attack speed instead of 25%. Thread starter Lucius Confucius; Start date Apr 3, 2022; Jump to latest Follow Reply Menu We have updated our. 1. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. An absolutely devastating weapon whose only real counter is high-evasion ships and the crystal hull components. 2 Null Void Beam; 3 Kinetic weapons. If we divide this by the 3000 hull points each of those ships has, 5 carriers go down immediately while a sixth limps. Use arc emitters and kinetic battery. Spinal Mount weapons are amongst the most powerful in Stellaris, but which is the better weapon to place in our X slots? Should we use tachyon lances? how ab. This means 86% of the ships DPS is ineffective until shields are down. Combined with arc emitters to also go through shields and relatively weak 3k hulls beneath 30k shields. Cloud Lightning and Arc Emitters can be fitted on every weapon slot on a Battleship or Titan, and they both bypass shields entirely. Then while conquering late mid-game, T5 shields, weapons, armos, etc, I find my 3 20K fleets being obiterated by the AI's own 20K fleets, which have lower tech armor, lower tech shields, and the same weapon tiers. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. Often you'll find that you're bringing their Hull to 0 HP at about the same time their Armor is going to. 3. . Its anti-hull damage is about two and a half times higher than the Arc Emitter, and its anti-armor damage is even higher than that. Since the Unbidden don't use any armor, they're one of the few situations where regular missiles are better than torpedoes. Don't even research them. Hello Stellaris: Console Edition Community! This afternoon we have released our second Nemesis update for Stellaris: Console Edition! This new version fixes several Community-reported bugs and integrates the Nakama multiplayer backend. Go to Stellaris r/Stellaris. . The focused arc emitter does 11. Basically shield + armor pen because FE have very high shields and armor. vs a balanced defense setup lance + kinetic artillery will result in artillery quickly downing shields and then lance cutting through armor and hull. Make sure you have high accuracy; aux fire control helps for this. The giga has 50% armor pen, and an extra 33% shield damage. Stellaris heavily rewards specialization, through planetary designations, efficiency-boosting buildings, species modification, governors, and a slew of other game mechanics. ok, i'll explain it one more time: that cloud lightning weapon (medium sized) is NOT the same as the arc emitter and it's completely unrelated to the tech. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. Arc Emitters in Xs. 23 votes, 22 comments. Go to Stellaris r/Stellaris. Compare with the same level weapons, it got a. You want +5% Damage buffs more than +5% rate of fire, to a point. Stellaris Dev Diary #312 - 3. 6 I find that normal torpedo cruiser fleets to counter large ships and battleships fitted with arc emitters, hangar bodies and whirlwind missiles to kill everything else works great. 0 unless otherwise noted. About 1. Cloud lightning is an L-size weapon with range 70 and average damage 11. FAE stands for Focused Arc Emitter. And if it does happens- you have disruptors, cloud lighting and arc emitter. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Mega Cannons+Neutron Launchers are more efficient otherwise. - My plan is to completely bypass their shields and armor with my Battleships and then deflecting their torpedoes and Strike Craft with PD and Flak picket. . I have. Where do people stand on arc emitters? On paper with the average damage and the shield/armour pen they seem amazing but then you look at the damage…14 votes, 26 comments. Arc Emitters are also quite OP. So I’m currently fighting the Contingency, so my fleets are all specked to Arc Emitters and Cloud Lightning with some corvette fleets with Phase Disrupters. Emitter on its own is better than the lance in most cases, however it's not all of the ship armaments. Giga Launcher + Kinetic Artillery is also a good alternative to rip through their shields, or maybe even missiles given that they have shield penetration, but those require another set of repeatables. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders and Whirlwind missiles provide a general-purpose long-ranged weapon to complement everything else. Just to test it and see if they do or not after playing for fun, I've used a hex editor to increase my research speed to instant and ripped. Arc emitter battleship for less than 300 alloy,Allows for insanely massive production. Directions. - All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). Not sure which. Stellaris. Otherwise the dps is too low in comparison to other options. My Stellaris Mods BSB : Better Ship Behaviors // Improve the ship behaviors and tactical combat for 3. It's been very fun, and lately I've been strongly focused on Shields vs Armor vs Plating (Hull). One thing to keep in mind though is that you need to reach critical mass of at least 1-2 fleets of battleships for. ago. It can be a good option when going pure energy, as it will punish shield-heavy opponents that Neutron Launchers struggle with. 50% pierce through the shield, but gets reduced by 50% of the ships armor. The only defense that protects against Focused Arc Emitter, and the only defense with a favorable matchup against Devastator Torpedoes and Advanced Strike Craft. I hadn't noticed it. I remember a few patches ago certain weapon types weren’t affected by repeatables. 0) Number of years since game start is greater. Add like 10+ battleships to your fleet and rip the enemy apart? I heard that the Giga Canon was the way to go, but it looks like Focused Ar Emitter (II) is way more OP. This design is just incredible well balanced, with a mix of big guns and small guns for every kind of target, some Point Defense to mitigate the Battleship weakness to Torpedoes, relatively fast speed thanks to those 3. If nothing else you’re running in a fleet has to deal with shields, any direct fire weapon that does will be wasted. So an arc emitter can two-hit a battleship when lucky. Standard combo is giga cannon with neutron launchers. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders and Whirlwind missiles provide a general-purpose long-ranged weapon to. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. Also, you're rolling all shields, and they're outfitted with disruptors, neutron torps, emitters, and plasma. : r/Stellaris. I use cheap modules (arc emitters, tier 1 engines, crystal platings, if I had researched auxiliary fire control I would have added it, also before end game events I use regenerating hull tissue to reduce casualties), in x1 tech/tradition I would consider using shields instead, to survive 2-3 hits from large matter disintegrator. that's not really helpful since you just mentioned all type of weapon category (arc emitters = energy, torps / missiles = kinetic and explosives). For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. If the enemy is faster, then they cannot. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. For one, I like to micro. 3 Arc Emitter; 2. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. The Low roll damage for a Lance is an Average roll for the Arc, even of rate of fire is countering consecutive low rolls you're better off damage wise with. Giga can spread damage to help take down shields then tachyon focus fires. Arc emitter is still your best weapon vs FEs, but I have to imagine that there's another design that has better performance against a wide variety of endgame threats. And typically is available 5-10 years later, so it can be common to not even use the Arc Emitters and skip straight to FAEs. Stellaris is a 64bit executable yes, but the datatypes for numbers were left unchanged in the code. 50% get to the shield. Your Carriers will be weaker and more vulnerable for the loss of Focused Arc Emitter and Point Defense, and you will be locked out of Artillery Battleships which could be a problem against the crisis, but there's enough here to work with. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. Discussion Attempt to electe a battleship focus ruler. Fill the rest of the slots with disruptors, cloud lightnings, and arc emitters. Ideally you actually want armor and shield piercing weapons, because they have a very balanced amount of shields/armor. Range will not be in your favor, though.